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Thalatta

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Everything posted by Thalatta

  1. @Genava55 but þurpą has been reconstructed as village because many other languages that come from Proto-Germanic have been studied and that was the conclusion reached. Gothic is an example of East Germanic languages, which were already unintelligible to West and North Germanic languages by around 200 AD, and for almost all of them the meaning is village, þorp in Old Norse for example. That Gothic is the "earliest Germanic language with significant information" doesn't mean it is the one that kept the original meaning, this would imply that all the others changed, even when they split before the time of the Codex Argenteus.
  2. Warją could be used for the fortress, it means fortification (also embankment or dam), and it's the root of the German "Wehr", meaning defence.
  3. Maybe wīhsą could be written like that. There’s also þurpą (the root of thorp and German Dorf), and alhs can also mean settlement. I’m not sure what would be the size ordering for all these and haimaz, which sounds too much like home for me, but it apparently did mean village also.
  4. I just won the Coast Range scenario on Very Hard AI Difficulty when I thought I was about to lose because towards the end Petra seems to give up for no reason. I managed to repel a big attack (losing like a third of my territory, which was almost half of all land) and from then on it was a walk in the park... not sure what's the underlying issue, but I feel I should have lost. Open maps are a bit hard to defend with such a low population cap, unlike the Isthmus of Corinth, but I guess I have to be more aggressive. In short, it seems I just have to hold my ground until the AI has an existential crisis.
  5. @Vantha@ShadowOfHassen well it seems I was going for historical accuracy when historical ambiguity was decided, which I find suboptimal since it misses the opportunity of teaching history. That's why I was thinking for each scenario to be specific historical events, like Hamilcar gaining control of the gold and silver mines of Sierra Morena, subduing certain Iberian tribes, and expanding to the east, for people to learn more things besides Hasdrubal and the (re)founding of Carthago Nova. At least these things are what I find interesting in historically themed RTS. I agree with not doing “the great commanders a bit of a disservice if you scale them back for a beginners tutorial”, but that's the opposite of what I proposed with the prelude concept (in case a proper Hannibal campaign was also wanted).
  6. Indeed I think this will be a problem if implemented as proposed, and that there are solutions that could be also applied to other things (I've proposed a base garrison that can't be controlled for ships, siege engines and buildings), but maybe people complaining that the feature is broken will need to happen first.
  7. @Vantha I think your idea around Carthago Nova as a tutorial is really good, but I wonder if this could be put in the framework of a larger campaign. Stories are interesting when they are character driven, and one of the most interesting characters around that time is Hannibal Barca, and as I see it there are 3 options: to have just Carthago Nova and miss Hannibal's story, to have both separate and risk being thematically repetitive, or what I like most, for the tutorial to be a prelude of a Hannibal campaign. The whole campaign wouldn't need to be ready for just the tutorial to be released first, it could later on be incorporated into the campaign when it's finished. Regarding how to narrate it, I was thinking about how the Mongol campaign in AoE II is done, the author of The Secret History of the Mongols (as revealed at the beginning) narrates it in cutscenes for each scenario. No cinematics, just drawings, which is how things could be done at first. I think movies like The Last Samurai are nicely told (historical accuracy apart), with the narrator (who takes part in the movie, one realising it at the end) saying something just at the beginning and the end, as an epilogue and prologue. The middle of the campaign would be like a movie, or Starcraft campaigns, for more immersion. Hannibal’s campaign would be the only one with a prelude (tutorial). In it, hints would be given to the player (checkboxes is a great idea, like StarCraft II), but not by the narrator since I feel that cheapens the experience (having some ancient author telling you to click here and there). So, I’d structure them like a book, also with a foreword and afterword (explained in a bit). Combining all these ideas for a Hannibal campaign, a foreword would briefly explain the contents of it, then as prologue a narrator with drawings could tell about Carthage’s defeat in the First Punic War, and the prelude would be the tutorial, starting with Hamilcar (Hannibal’s father) and Hasdrubal the Fair (his son-in-law) taking Hannibal as a child to Europe, founding Carthago Nova, etc. Then the main campaign would start with Hannibal in command, and end with his defeat in the Second Punic War, with many battles being interesting to have (I hope camouflage will be a thing in the future, for Lake Trasimene, and an ability of Numidian cavalry for Cannae). An epilogue would mention his exile and the later destruction of Carthage in the Third Punic War, that the narrator, revealed around this time to be The Histories author, Polybius, witnessed. An afterword would then mention that he’s remembered as one of the most brilliant tacticians of all time, that Rome would end having his monuments because they considered him their most worthy foe, and that later on the Roman emperor Septimius Severus would be born in those lands, being himself a native Punic speaker, to end on a not so grim note. I hope all this is somewhat relevant and doesn't deviate too much from the present plans.
  8. "However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown.
  9. If one's civilisation has the arsenal, then it should be assumed that there would be engineers in the army that know how to handle equipment, it makes no sense to remove something that happened in reality because there’s not a differentiated engineer unit in the game. I’d even argue that even some things like rams could have been used by anyone. Without the arsenal maybe one could capture and move, but not use (the Rhodians captured very complex siege equipment from the Macedonians, which they sold to finance the Colossus). In reality equipment was even reverse engineered (the Romans used Carthaginian techniques after capturing one of their ships), but this would be too much, so what I mentioned before (having the arsenal) should be a reasonable minimum requirement for using captured equipment, without altering what one’s civilisation can build (which is harder than just using), to make things simple.
  10. I think capture for siege units is a great idea and should be part of the main game (now that capturing ships has been also proposed). It would be a way to force a realistic use of them.
  11. I never stated nor implied the opposite, just that since this is far less profitable than plundering a city, simplifications could be considered (like they are on many other things).
  12. From what I've read, loot doesn't have a big impact in the game anyway. I'd leave loot just for buildings being captured (would have been less probable to salvage something from a destroyed one), after all plundering a city would have been way more profitable than scavenging a battlefield. One gets experience from fighting and surviving already. And no need for small treasure icons to appear on the ground. Also, capturing and deleting would stop being a troll move and would make sense in many situations, just like in reality, plunder first and set ablaze later. Although, deviating from the present game, I'd prefer if no self-destruct button was there, and one would have to destroy buildings manually (attacking them, setting them on fire, or dismantling them and getting resources back).
  13. I've tried to Watch Replay a couple of times after a game, and in both instances the same thing happened: my units do absolutely nothing and I lose the game. But that's certainly not what happened
  14. Since I was told that “creating a dedicated post for a specific feature” is a good idea, as is including “diagrams or mockups to make communication with other community members easier”, I’m going to do that for my idea of how to better deal with selections, formations, groups and battalions, explained here: In summary, selections automatically define battalions, which override groups and can be disbanded by breaking formation, making all these concepts unintuitive and entangled, when they could be useful and independent. I proposed for battalions to be defined and selected with ctrl+alt+number and alt+number, respectively. I mentioned battalions to appear as a box surrounding group icons, but I’m going to invert that since battalions are a more “compact” concept than groups, thus icons will be battalions and boxes with labels will be groups. The following figures are edited, I did not code anything Figure 1: this is how battalions would look like, with battalion 1 for hoplites and battalion 2 for javelineers. Battalions must have exclusive definitions since their function is just to treat the battalion as a unique unit. Each would have the little flag, and the icons on the left are representing them with their number. A formation has been set for them. Figure 2: this is how 3 groups, group 1 for hoplites, group 2 for javelineers, and group 3 for all of them, would look like. The boxes around each icon with a label indicating the group they belong to are shown on the left. The icons themselves don’t have a number because in this example they are not part of a battalion. No little flags. No formation is set here, but it could. Figure 3: this is how battalions 1 and 2 belonging to group 3 would look like. A formation is set for the whole group 3. Clicking on the icons would select the battalions, while clicking on the label would select the group. The label is thinner but one could smash the cursor against the side, and when a label is there no sideways movement should happen. Right clicking on icons or labels would disband battalions or groups, respectively. Figure 4: same as before, but if one were to use alt+formation instead, for each battalion to acquire that formation. The same could be achieved by forming each battalion independently, but it would be slower, particularly when having a lot of battalions in a group. Figure 5: splitting battalion 1 into battalions 3 and 4 to better show the advantages of the previous concept. This is how Total War games work. It would be good if 2 digit numbers were allowed, not to run out of single digit ones (for group labels maybe they should be written vertically). Figure 6: now to something TW games don’t do, groups inside battalions. Battalion 5 has been defined for all units, with group 1 for hoplites, group 2 for javelineers, and group 3 for all of them. When a group doesn’t include the whole battalion its label should be shown on the right. This is useful to sometimes have different parts of a given battalion do different things, for situational flexibility. This is the last case, the following figures are considerations and variations of this. Figure 7: to show its versatility, this is what would happen if group 1 includes more units, mostly Skiritai in this case, and group 3 includes more units besides battalion 5, mostly surgeons in this case. Clicking on the label 1 besides battalion 5 could select the onscreen units from group 1 belonging to that battalion, clicking on the Skiritai could select the onscreen units of group 1 not belonging to that battalion, using alt would also select the offscreen units, and double clicking any group 1 label would select the whole group 1. Similarly with battalions, clicking once on battalion 5 with label 1 would also select the onscreen units from group 1 belonging to that battalion, but double clicking it would select the whole battalion 5. Edit 1 day later: I think better to forget this "alt" modifier and make no differentiation between onscreen and offscreen units (just like groups work now anyway) since it would be confusing with alt+number, used to define battalions. Figure 8: an option or alternative to have for Figure 6, show an icon for composition of the subgroups. This also increases the area for clicking them. They don’t need to have a number 5, because the parent already has that number, and it would be redundant, there cannot be sub-battalions, by definition of what a battalion is. There can be subgroups of subgroups, just that for now they would appear as new groups (just as 1, 2 and 3 appear here, 1 and 2 being subgroups of 3), but there could be another way I’ll describe at the end. Figure 9: an alternative of how to represent Figure 6. I like this more, but wanted to show more intuitive things first to be clearer. Figure 10: final figure, using the previous concept, with the icons for composition of the subgroups to expand the area to click them, and considering that more units, mostly surgeons, not belonging to any battalion, belong to group 3. With this fleshed out representation there could be an alternative way to represent subgroups of subgroups and so on, just by attaching them horizontally (vertical multiplicity of icons and labels for parents will also increase, but I doubt anyone would need so many subgroups). I hope this was clear and be considered as a possible way to comfortably use groups and battalions at the same time, and if there's a weird case you think this wouldn't work let me know, it would be fun trying to figure out what the representation should be.
  15. Ah yes, it seems they did use tight formations, I mixed that up with what I read about the Iceni.
  16. Thanks! It's a bit inconclusive, someone says "On "normal" difficulty the AI does indeed use ships to transport troops", and I was playing on "very hard". I think the map is the issue, it was the Isthmus of Corinth, once I took the isthmus itself the AI would smash against my defenses there, no attempt to cross the water by ship.
  17. -Petra doesn’t seem to know that blades must be used against rams. I started playing a few days ago and won in very hard difficulty by leveling the AI’s continent using only a bunch of these unrealistic rams. -It also didn’t try to use transport ships, I guess because there was a land possibility, since on an island scenario I’m pretty sure the AI did it. That would have made things so much more difficult. -Also, it doesn’t send full armies as fast as it could towards the end, it kind of gives up. It should build way more military buildings to spam armies. -It should use more fields, traders and whatever to support the previous point.
  18. It's not clear to me that most people prefer simplicity over realism, maybe that's the case in this forum but certainly it's not for the people that have told me they didn't continue playing this game because it wasn't that different from AoE (which then in part seems to explain https://wildfiregames.com/forum/topic/121875-why-is-the-0-ad-community-so-small/, although maybe I'll post what I think about that later on). I told them it was work in progress, maybe I was wrong. Rome II Total War had amazing graphics but failed in part because they dumbed down many things compared to previous titles (besides initial bugs). And what about those who like Crusader Kings and similar? Way beyond the scope of this game, I know and I agree, the point being that not everyone is how you state they are. It's not about making a "simulation", like some complain when people come, propose something, and then leave having been brushed off because what they said drifted too far away from AoE, it's just about trying to consider what other simple games have successfully implemented, but if that is indeed not welcome, then well, it isn't
  19. That's better! It's just not stated in the description I read (it mentions only structures as having the re-arm aura). Has this made melee more prevalent somehow? Or more considerations like the ones I've mentioned might be needed? I like your emphasis on realism (it's also my philosophy, doing it in a simple way to solve problems that otherwise would exist, instead of proposing bad and unrealistic band-aids). A few comments: -Regarding your priest rework, it's a good idea, but also some civilisations had field surgery (but should be done hand-to-hand, not by hand-waving like most games). -Field camps are great, but I see field surgery might render them useless. Field surgery should heal up to a percentage. Or better, check the next idea. -Wounded state is great, but maybe it should be way clearer to see it. I would use 3 health bars, a green bar (over a lighter hue of same color) to represent minor wounds (automatic healing, accelerated by surgeons anywhere), a yellow one for moderate wounds (with penalties, and healed by surgeons inside structures), and a red one for severe wounds (with more penalties, automatic draining, and healed by surgeons anywhere only up to start of yellow bar). -Regarding ammo, I wrote extensively in this thread about supplies already. -Your unit rebalance does what must be done… I’d be disappointed if the base game is so much different than that. -I don’t like the word “champions”, it sounds medieval, but it’s game jargon. I’d have done it with 10 ranks, like Total War if I remember correctly. -Secondary weapons are great, it would be nice to also have a button to control them. -You introduce Spies Networks, which is nice, but I’d go as far as making Spies part of the game. They would spy on statistics, and look to the other player like one of their own units (attack own units should be introduced), so it would be fun to imitate what his units are doing, or just set on following some army. He could disguise as basic enemy units, and garrison enemy buildings to hide. I’d add the possibility of hiding in places for units in general, under trees for example, to conduct ambushes. Spies should also be the ones conducting bribes, and maybe trying to open doors. Many things could be considered (assassinations, arson...). -Charge attacks are good, the more relevant abilities the better. I hope many of these concepts (and more) make it to the base game eventually... I don't understand the apparent prevailing philosophy of having yet another AoE clone (when the 0 A.D. Vision Document states the opposite).
  20. Well, nothing has to guarantee that a formation will be kept in the heat of battle, it’s just mostly for initial positioning. "Everyone has a plan until they get punched in the face". How much a formation would be kept could depend on unit experience for example. Also, I was thinking about formation-inclined civilisations like the Romans, for others like Gauls I'd remove lots of strict compact formations. And maybe in some cases some could be added after some research, if historically relevant. All this would enhance the differences between civilisations and the tactics that have to be used for each. But one wouldn't even know they are there unless using modifiers while choosing formation, it would be totally optional. Edit: and the panel wouldn't change size, what it's shown just switches between either formations, arrangements or priorities.
  21. I totally agree that formations should exist and be improved, but they would be more useful if units were more solid. Many times I get many units at the exact same place, which looks really bad, as do blobs fighting blobs. It unnecessarily cheapens the game and destroys immersion. Regarding formation order... Can't these be an option for the player? What if one could press ctrl+formation to turn the formation panel into an arrangement panel, showing the possibilities you have mentioned, for the clicked formation. One could alternate between arrangements for the chosen formation, and if done with ctrl it would turn the arrangement panel into the formation panel again. For example, to have hoplites and javelineers form in close order, first javelineers at the front, then behind, one should press ctrl + close order to form in some default arrangement and open the arrangement panel, and then if needed one chooses ranged infantry on the first row. When wanted, one chooses them on the second row, and they switch places with the hoplites. If done with ctrl, the panel would also switch back to the formation one (the default arrangement shown now being the last one selected). Unit symbols have to be clearer, I’d make hollow squares for infantry, triangles for cavalry, rhombuses for elephants, and circles for the rest (support), with a dot in the middle if ranged (Edit: actually, filled instead of dot could be better, and melee/ranged symbology could be switched, depending what's more intuitive). Different colors would help. I’d also rework “stances” (the ones below formations) a bit, units take too long to return to their positions. Edit: ugh, only now I noticed that you also want to deal with Heroes, Champions and Citizen-Soldiers... the problem is that they could be any kind of unit mentioned before. Combinations are needed. Well, shift+formation and shift+arrangement could open a... "priority" (or whatever) panel for this, with their ordering being indicated by other icons, like star, cross and dot, respectively. Ctrl+priority could return to formation panel, and shift+priority to arrangement panel.
  22. It would be interesting if some Gaia units were a bit problematic, I just played a scenario with "pirates" and they were there doing nothing, and were too weak. If battalions are not that big but bribing them costs a fortune (wouldn't be good for their future business), yes, balance. Particularly for civilisations that would need to rely more on them, from bonuses or techs.
  23. I see, although it's similar to what someone else was saying regarding going back to base, which is not accurate. More realistic would be for the Baggage Train to have a big supplies bar that would go down when recharging another unit's ammo bar. Raising the supplies bar could be done making the Baggage Train like a port: a dropsite for wood (to make arrows, but food and other resources could/should be considered, along with plunder mechanics) and a destination for Traders, with their other end being set at an own’s or allied Market or Supply Depot structure, which could have logistical techs and produce the Baggage Train unit (and also Traders). When a Trader supplies a Baggage Train, it should not raise the supply bar more the more distance is traveled (many possibilities could be considered), so a supply bag icon instead of a resource with a number could be used in this situation. Up to here not much in the game has to be changed, and almost no micro would be needed. It makes it hard for the enemy just to go around defensive buildings, just like it was in reality, since they and their garrison would be the bane of supply lines. If the campaign is overseas and one doesn’t have territory there, the Traders would need to be transported manually by ship, and “back to work” has to be used after disembarking (just tested this with markets on separate islands), adding micro, but seems a fair balancing mechanic considering the more complex logistics of the situation. There could be alternative ways to replenish ammo rooted in reality: if shot upon, foot archers could slowly resupply considering taking arrows from the ground (unless shot with short arrows some civilisations would historically use, who in turn might have been able to reuse bolts). Horse archers wouldn’t be able to do this. Attrition outside one’s territory could be a thing to involve all units in all this, although not with the HP bar but with some attrition bar that would only start having some effect when empty, so no problem with short raids, but that can’t turn into an extermination campaign, fixing one of the most annoying forms of early game snowballing. In the late game, snowballing is not much of a problem, the game has to end at some point. Regarding plundering (questionably called looting in 0 A.D.), without a Baggage Train armies should just resupply (not that they could carry much extra), and with it, many possibilities could be considered.
  24. As some have correctly stated, flight archery (shooting upwards) was not that common, the arrow loses too much energy from air friction. For the same reason, archers wouldn’t shoot at maximum range, but at around one third of it, which means shooting straight at the enemy from a close distance (also to greately increase accuracy). Thus, the reason for missiles historically not dominating is not friendly ”fire”, although that puts constraints and I agree it should be included. The main reason is that one runs out of missiles incredibly fast. An archer can shoot around 10 arrows per minute, and can carry up to around 70 arrows (a horse archer around half that). They are done fast but in over 7 minutes because the pace cannot be kept. They need to be resupplied, like the 10000 Parthian horse archers were at Carrhae by camels, which allowed them to shoot around 2 million arrows on the Romans. Imagine the volume all that would have taken. It’s all about logistics. This is one of the main advantages firearms had when they appeared: lead balls are small and easy to transport (let alone easier to produce). Shooting was slower but more efficient, and required less training. Friendly fire was not a big concern. Someone proposed somewhere for ranged units having limited ammo and going back to replenish. He was closer in pinpointing the issue with ranged units, although that is not how things were done in antiquity. A baggage train would follow the army, which could be resupplied from local resources (trading, plundering, living off the land) or, in case of long term campaigns, supply lines from one’s territory. Supply depots would store supplies. Earth 2150 implemented resupplying amazingly, a building would produce automated flying units to distribute munitions to whoever needed them. No micro. One just has to keep supply lines open. For 0 A.D., a clumsy Baggage Train unit could accompany the army to resupply what’s needed (arrows for now). I think Rise of Nations had one for attrition reduction bonus when outside one’s territory. I have ideas on how to make this even more realistic, using what the game already has, but don’t want to turn this into a “supplies” discussion, unless asked.
  25. I thought about rebellion considering the Carthaginian Mercenary Wars, but wanted to keep it simple for now, maybe the basic ideas has to first be tested. And that should happen if you run out of metal while the contract is on. Bribery would be interesting, but troops under Hannibal should cost a fortune for example. I forgot to say that the cooldown countdown should start after the battalion returns to their closest camp (called Embassy in the game now I remember, but sounds too formal for me, Iberian Camp would be nicer for the context), otherwise they might be instantly available after the contract is finished, which is not the idea. They need to replenish, rest, spend their hard earned money...
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